Wednesday, February 8, 2023

Blog Post #8: The Diffusion of Innovations Theory and Modern Video Game Promotion

The Diffusion of Innovations Theory discusses how different forms of technology have emerged and changed over time, often through the widespread use over time throughout a population or certain group of people. The theory helps to illustrate how more people in a society become more used to an invention or innovation, and how many people join the majority in getting the new invention or innovation. For example, our smartphones are consistently getting re-releases and upgrades, which pushes more people to buy newer versions or models of their current smartphone. Games can also be analyzed under The Diffusion of Innovations Theory in the same way, as innovations and changes within the industry occur all the time.

In analyzing video games under the theory, I want to focus on the 2010s era of video games, where the internet started to become more mainstream and many people were able to contact one another globally. New games that still hold up today, such as Minecraft, were introduced to the world in the 2010s. As more people got smartphones, mobile gaming was easily accessible, as people with phones could now bring games with them on the go. More modern consoles that were higher in processing power were created, and games overall looked better and had way more improvements than before. E-Sports was coming to the forefront in the minds of gamers everywhere, as more citywide teams were developed to compete nationally and globally.

Some notable pioneers of the Game Industry at the time would be Reggie Fils-Aime, former Nintendo of America president, who largely changed how Nintendo was viewed in a positive light throughout his time as the CEO. He took a modern approach to Nintendo's appeal in the eyes of the public, as well as helping to innovate new ways to play and enjoy Nintendo games, especially during a time when Nintendo was viewed only as a company making video games for kids. During E3 2014, Nintendo teamed up with Robot Chicken to create skits based on the Nintendo characters during the event, an unexpected action by Nintendo at the time.

A short video compilation on all of the E3 2014 Robot Chicken skits.

A big movement for the growth in video games was bolstered by the easy access to the internet and online gaming, another reason why E-Sports was on the rise. As more people gained access to the internet, more video games offered great support options to be able to play with their friends and other players on a global scale. More countries are starting to integrate internet, and as a result, are introducing more people to game culture as a whole.

In comparing video games to the Diffusion of Innovations Theory, the Innovators of the industry are mainly people who pioneered the use of internet and online gaming within the industry. Many good games came out during this time, as well as new iterations of the consoles, with Nintendo, Sony, and Microsoft coming out with the Wii U in 2012, and the PlayStation and Xbox One releasing in 2013, respectively. The Early Adopters would be composed of people who did not own video games, and wanted to become a part of the culture. Early and Late Majority would likely be the long-term consumers of video games that were engaged in video games and may not have had the means to purchase a new console at the time. The Laggards are likely people who are not interested in video games, however, the people in this group most likely started to play video games during COVID, especially after the release of the Nintendo Switch in 2017.

Some negative effects of a world full of games are that it can be hard to find a balance between work and play. Especially for people who enjoy games as a hobby, it can be hard to make time to play video games. On the opposite spectrum, some people can spend plenty of time in front of a stream which can lead to long-term health effects if there is a severe lack of exercise. Also, some tech developers try to innovate too quickly, part of the reason I am so adverse to VR in some aspects.

Overall, video games have cemented themselves as a favorite, still-growing pastime of many people around the world, as it leads to connections formed and stories to be experienced among many people, even becoming a recognized sport with millions of viewers a year. The use of video games continue to grow in access, enabling people with disabilities to play with adaptive controllers, and the games industry is becoming more focused on accessibility in gaming so many people with different characteristics can play to what's comfortable and challenging for them.

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